Alain

Kol-Relden's page

81 posts. Alias of Art Burd.


Classes/Levels

Human Druid 2 | HP 14/22 | AC 17 T 12 FF 15 | CMB +5 CMD 17 | F +5 R +2 W +6 | Init +2 | Percep +7 | Speed 30 feet | Spellcasting: 1st 3/3

About Kol-Relden

Prince Kol-Relden of House Westraven
Human Druid
NG Male Human
Init +2; Senses: normal vision; Perception: +7

DEFENSE
AC: 17, touch: 12, flat-footed: 15 (10 +4 Armor +1 shield +2 Dex)
HP: 22 (+1 fav. class)(+3 Toughness)
Fort: +5, Ref: +2, Will: +6

OFFENSE
Speed: 30 ft.
Melee: Scimitar +5 (1d6+4/18-20x2)
or Sickle +5 (1d6+4)
or Dagger +5 (1d4+4/19-20x2)
Ranged: Sling +3 (1d4+4) (50 ft. range)
or Dagger +3 (1d4+4) (10 ft. range)

STATISTICS
Str: 18, Dex: 14, Con: 14, Int: 10, Wis: 14, Cha: 10
Base Atk: +1; CMB: +5; CMD: 17
Feats: Power Attack, Toughness
Traits: Armor-Expert, Indomitable Faith

Skills::

Acrobatics +1 (0 rank, +2 dex, -1 ACP)
*Appraise +0 (0 rank, +0 int)
Bluff +0 (0 rank, +0 cha)
^Climb +6 (1 rank, +3 str, +3 class, -1 ACP)
^*Craft +0 (0 rank, +0 int)
Diplomacy +0 (0 rank, +0 cha)
#Disable Device +NA (0 rank, +2 dex, -1 ACP)
Disguise +0 (0 rank, +0 cha)
Escape Artist +1 (0 rank, +2 dex, -1 ACP)
^Fly +1 (0 rank, +2 dex, -1 ACP)
^*#Handle Animal +5 (2 rank, +0 cha, +3 class)
^Heal +7 (2 rank, +2 wis, +3 class)
Intimidate +0 (0 rank, +0 cha)
#Knowledge (Arcana) +NA (0 rank, +0 int)
#Knowledge (Dungeoneering) +NA (0 rank, +0 int)
*#Knowledge (Engineering) +NA (0 rank, +0 int)
^*#Knowledge (Geography) +4 (1 rank, +3 class, +0 int)
*#Knowledge (History) +NA (0 rank, +0 int)
#Knowledge (Local) +NA (0 rank, +0 int)
^#Knowledge (Nature) +7 (2 rank, +0 int, +3 class, +2 nature sense)
^*#Knowledge (Nobility) +5 (2 rank, +0 int, +3 class)
#Knowledge (Planes) +NA (0 rank, +0 int)
#Knowledge (Religion) +NA (0 rank, +0 int)
*#Linguistics +NA (0 rank, +0 int)
^Perception +7 (1 rank, +2 wis, +3 class)
*Perform +0 (0 rank, +0 cha)
^*#Profession (Farmer) +6 (1 rank, +2 wis, +3 class)
^Ride +1 (0 rank, +2 dex, -1 ACP)
Sense Motive +2 (0 rank, +2 wis)
*#Sleight of Hand +NA (0 rank, +2 dex, -1 ACP)
^#Spellcraft +4 (1 rank, +0 int, +3 class)
Stealth +1 (0 rank, +2 dex, -1 ACP)
^Survival +9 (2 rank, +2 wis, +3 class, +2 nature sense)
^Swim +2 (0 rank, +3 str, -1 ACP)
#Use Magic Device +NA (0 rank, +0 cha)
* Background Skill
^ Class Skill
# Trained Only

Languages: Chantian, Common, Druidic
Height: 5'8"
Weight: 170 lbs
Age:
Special Qualities: Nature's Bond, Nature Sense, Orisons, Spellcasting, Wild Empathy, Woodland Stride
Gear: Animal Feed (5 days), Backpack, Bedroll, Belt Pouch, Blanket, Daggers (2), Explorer's Outfit, Flint & Steel, Holly & Mistletoe, Hot Weather Outfit, Jewelry (100 gp worth), Leather Lamellar Armor, Light Wooden Shield, Mess Kit, Noble's Outfit, Scimitar, Sickle, Signet Ring, Sling, Sling Bullets (10), Spell Component Pouch, Torches (10), Trail Rations (5), Waterskin, Whetstone, 18.13 gold

Druid Spellcasting
0-Level Spells (DC 12): 4/day
Typically Prepared: Create Water, Detect Magic, Guidance, Light
1st Level Spells (DC 13): 3/day
Typically Prepared: Cure Light Wounds (2), Magic Fang

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Appearance:

Kol-Relden is of average height and weight, with thick muscles clearly visible on his body. He has short brown hair, blue eyes, and a rather ordinary looking face. Typically, he is dressed in simple clothes, more suited to moving around in the woods than amongst the nobility. These consist of a pair of sturdy leather boots, thick brown leather trousers held up by a thick belt, a dark green leather vest worn over a light green cloth shirt, and a woolen gray cloak. He often wears his leather lamellar armor over these clothes. The only jewelry he wears with this is his signet ring on his left hand. At his belt, he wears a sheathe for his scimitar on his left side and one for his sickle and a dagger on his left. His other dagger is in his left boot. As for his noble’s outfit, he only wears it when it is absolutely necessary for him to do so. To complement this outfit, he has jewelry including a pair of silver armbands and a gold ring with a sapphire in it.

Backstory:

Born into house Westraven, the ruling house of Chantis for the past twenty generations, Kol-Relden has led a life many would have enjoyed. Being third in line to the throne, behind his eldest brother Nicholas and his elder sister Angeline, and having no wish to try and advance himself further towards being crowned, he has not been forced to learn the intricacies of ruling a kingdom. His time growing up did teach him some useful skills for any nobleman, however. This included knowledge of the nobility in both Chantis and other kingdoms. However, being a member of the nobility in Chantis has an element about it is not present in most other kingdoms. Once he reached the age of 16, Kol-Relden made the opposite choice that his two elder siblings had, choosing to become a farmer for several years instead of a soldier. Over the six years that he spent on a small farm in central Chantis, he learned a large respect for the natural world, as well as many of the skills that he considers important to him now. It was there that he learned his knowledge of the natural world, including his ability to survive in nature and treat diseases and wounds.

One of the most defining moment in his life occurred one-third of the way through his time as a farmer. In the middle of the night, he was awoken by the sounds of a fight in the nearby wooded stream. Listening to the sounds, he could immediately tell that it was a conflict between a pair of animals, not humanoids. One of the combatants was a crocodile, which he could tell from the distinct bellowing noise he could hear, while the other he could hear making a chhk-chhk-chhk noise. He could only place it as being one of the large insectoid creatures that plagued the central region of Chantis. With all of this going through his mind, he quickly grabbed his sickle and his shield from beside his simple bed and rushed out the door. Navigating by the light of the full moon in the sky above, he sped over to where he could hear the combat occurring. However, the sounds ceased just as he arrived. Glancing around, he at first did not see either of the creatures involved in the combat. When he looked up, however, he saw the corpse of the crocodile suspended over the far bank of the stream, being consumed by a horse-sized praying mantis clinging to the side of a tree. Seemingly at the same moment, the mantis noticed him. It dropped the body of the crocodile and flew across the stream at him. Falling to the ground, he barely dodged the sweeping claws of the mantis, which flew over him and landed on another tree. Shifting to a crouching position, he prepared for the beasts next attack, putting his shield out in front of him and readying himself to slash out with his sickle as soon as the beast came within range. He did not have to wait long, as the massive insect launched from its tree, flying lower this time to prevent him from trying the same tactic again. However, just as it came within range, he reached around with his scimitar and sliced at the vermin’s head. The blade cut deep into the mantis’s eye, killing the beast instantly. It’s corpse still had momentum, however, and bowled Kol-Relden into the stream. He distinctly felt one of his ribs snap from the impact. Pulling himself back to the stream bank, he lay down to rest.

Once he quieted down however, he could hear the faint cheeping of a young crocodile. Pulling himself up, he looked over to his right, where there was a young crocodile no more than a week or so old next to, presumably, it’s mothers body. Looking past them, he could see several other dead, and partially eaten, crocodile young. Standing up, he approached the young crocodile, which just looked up at him. It did not have any fear in it’s eyes, even though it appeared to be the only survivor of the entire brood. Leaning down, he picked up the hatchling, which promptly bit him on the finger. Cursing, he pulled his hand away, but kept ahold of the hatchling. Recognizing that the crocodile had died trying to protect her young from the horror that was the giant mantis, Kol-Relden decided at this point to protect and raise the crocodile in her stead, partly because he felt sorry for the hatchling, but also because he knew that it would likely die if he did not. Over the next four years, he raised the crocodile, which he named Nippy, slowly gaining it’s trust to the point that it preferred to stay with him rather than go off on its own into the wild. It even decided to go with him when it was time for him to return to his family after his six years of farming were up.

Siblings:

Crown Prince Nicholas of House Westraven Kol-Relden's oldest brother, Nicholas is the heir apparent of Chantis. He is four years older than Kol-Relden (28).
Princess Angeline of House Westraven Kol-Relden's elder sister, Angeline is second in line for the throne. She is three years older than Kol-Relden (27).
Prince Quentin of House Westraven Kol-Relden's younger brother, Quentin is fourth in line for the throne. He is three years younger than Kol-Relden (21).
Princess Lilliana of House Westraven Kol-Relden's youngest sibling, Lilliana is fifth in line for the throne, making her the last in line. She is seven years younger than Kol-Relden (17).

Kingdom of Chantis:

Sovereign: King Vincent of House Covington and Queen Justine of House Westraven
Heirs: Crown Prince Nicholas, Princess Angeline, Prince Kol-Relden, Prince Quentin, Princess Lilliana
Government: Monarchy
Capital: The City of Krosa (320,000)
Other Notable Cities: Ferrytown (16,800), Graymount (56,000), Alexander’s Harbor (224,000)
Exports: Cattle, Grains, Fruits, Vegetables
Imports: Gemstones, Horses, Lumber, Metals, Ore, Stone, Weapons
Area: 450,000 square miles
Population: 450,000,000 people

Chantis is a large kingdom, taking up around 450,000 square miles. Unlike other nations, it has gained this land through peaceful actions, rather than through conflict and war. Separated from the rest of the major powers by a small sea, Chantis occupies a large area of its own subcontinent (which is about two-thirds the size of Greenland, for reference). Bordered on three sides by coastline, its western border is with a dwarven kingdom in the mountain range on that side of the landmass. The southern coast, which looks out over a sizeable ocean, is almost entirely lined by tall cliffs, average at around 1,500 feet in height, but measuring up to half a mile in some locations. Off this line of cliffs is a small archipelago of islands, most of which are quite small and uninhabited, but they are still claimed by Chantis. The eastern and northern coasts are both more hospitable, being mostly sandy or stone beaches. The interior of Chantis is divided into three main regions: the western highlands, central lake lands, and eastern plains. The western highlands are an elevated plateau that stretches from the foothills of the dwarven mountains to the edge of the westernmost major lake in Chantis. Possessing poorer soil than the rest of Chantis, this region is used primarily for grazing cattle and other herd animals. Past this, in the central lake lands, are over two dozen major lakes, which are fed by springs and meltwater running down from the mountains. Having better soil, the spaces of land between the lakes are filled primarily with hamlets and orchards, with the occasional fishing village on a lakeshore harvesting the natural bounties of fish and shellfish from the many lakes. Further to the east, once you pass the last lake, the eastern plains start. Consisting of the easternmost half of the kingdom, this region is heavily farmed, with only small regions of grassland between the various farming villages and market towns.

The City of Krosa, the capital of Chantis, lies on the northern coast of the kingdom, at the mouth of the Vasser River. Originally, it was just a small farming and fishing village lying within a sheltered bay, but has since transformed into one of the largest cities in this region of the world. It is the kingdom’s center of commerce and trade. Additionally, it contains several centers of learning, including one focused around the arcane arts.
Alexander’s Harbor, named for the King who ordered the constructed the city, is Chantis’ second most important city. While it is certainly important for trade with other king doms, the cities main purpose is to contain the fleets of Chantis, both the trade fleet and the defense fleet. It is built with defense in mind, and has large walls surrounding the city
Graymount, located in the middle of the central lake-lands, is built around a large, out of place slate outcropping. It plays host to the largest number of universities on this subcontinent outside of Krosa itself.
Ferrytown, built around an ancient ferry that crossed the Yindrak River, is the center of the cattle industry in Chantis. Most of its population are not permanent residents, but instead traveling workers who move with their herds.

Chantis is a monarchy, but it is not inherently ruled strictly by either kings or queens. Either gender may rule, and as such, princes and princesses are equal heirs to the throne. While both the King and the Queen have equal power over the country, the absolute regent is determined by who was born into the ruling family (which is currently the Queen). While the crown is certainly wealthy, they are not astronomically so. This is because of a series of edicts put into effect by the first Queen of Chantis, which make both the crown, and the other nobility, to invest their wealth into the common people of Chantis. They need to ensure that everyone has clothes to wear, food to eat, a home to live in, and a job so that they can eventually need to not rely on the nobility. While some of the later regents have grumbled and complained about these edicts, each and every one of them has upheld them. Additionally, each member of the nobility is required to spend a certain amount of time in their youth in one of two positions, with the time needed to be spent there depending on which choice is made. The first choice is to become a farmer or herder, so that the noble may better connect with the common people of Chantis. This being the easiest of the choices, any noble who takes this must spend at least six years in this position. Alternatively, a noble may choose to join the military, starting from the bottom and having to advance by merit and achievement rather than simply paying for it. As this is the more difficult of the two choices, the noble must spend at least three years in the army.

Chantis’ main resource is its vast amounts of land, which are perfect for farming, orchards, and raising cattle. It produces so much food that it now exports at least a third of what it produces to other kingdoms. However, it lacks many other useful resources, such as forests, horses (which are not native to the kingdom), and mineable materials. It has to import all of these from other kingdoms.

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Feats:

Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Nature Bond:
At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid’s effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously. The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in the Animal Companions section beginning on page 51. This animal is a loyal companion that accompanies the druid on her adventures. Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

Nature Sense:
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Orisons:
Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellcasting:
A druid casts divine spells which are drawn from the druid spell list presented in Chapter 10. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–7. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3). A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Wild Empathy:
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride:
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.